#version 330

in vec2 TexCoord0;

out vec4 FragColor;

struct DirectionalLight
{
    vec3 Color;
    float AmbientIntensity;
}; 
                                                                                   
uniform DirectionalLight gDirectionalLight;  
uniform sampler2D gSampler;

void main()
{
    FragColor = texture2D(gSampler, TexCoord0.xy) * vec4(gDirectionalLight.Color, 1.0f) * gDirectionalLight.AmbientIntensity;
}